May 31, 2025
Description
Dungeons & Dragons 5th Edition values and concepts, tailored to him:
Suggested Name: Borin Ironstone
Race: Hill Dwarf
Class: Cleric (Forge Mastery)
Level: 1 (You can adjust this based on your campaign)
Skill Values (Example, using the Standard Array method):
Strength: 14 (+2) - To wield that hammer and heavy armor.
Dexterity: 8 (-1)
Constitution: 15 (+1 racial = 16 (+3)) - Sturdy and durable!
Intelligence: 10 (+0)
Wisdom: 13 (+1 racial = 14 (+2)) - Your primary ability for cleric spells!
Charisma: 12 (+1)
Hill Dwarf Racial Traits:
Ability Score Increase: Your Constitution increases by 2 and your Wisdom increases by 1.
Speed: 25 ft. Your speed is not reduced by wearing heavy armor.
Darkvision: You can see in dim light up to 60 ft. as if it were bright light, and in darkness as if it were dim light.
Dwarven Resistance: You have advantage on saving throws against poison, and you have resistance to poison damage.
Dwarven Weapon Training: Proficiency with handaxes, battleaxes, light hammers, and warhammers.
Tool Proficiency: Choose one of the following proficiencies: brewer's tools, smith's tools, or mason's tools. (Suggestion: Smith's tools, consistent with Forging Proficiency.)
Dwarven Armor Training: Proficiency with light and medium armor.
Dwarven Toughness: Your maximum hit points increase by 1 per level. (At 1st Level, +1 HP).
Class Features (Cleric):
Hit Points: 8 (1d8 + Constitution modifier + Dwarven Toughness) at 1st Level. (8 + 3 + 1 = 12 HP).
Proficiencies:
Armor: Light armor, medium armor, shields, heavy armor (per Forging Proficiency).
Weapons: Simple weapons, warhammers (per Racial Trait).
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Medicine, Persuasion, or Religion. (Suggested: Medicine, Religion).
Spellcasting: You use Wisdom as your magical ability. Your spell save DC is 8 + your competence bonus + your Wisdom modifier. Your spell attack bonus is your proficiency bonus + your Wisdom modifier.
Prepare Spells: You can prepare a number of spells equal to your Cleric level + your Wisdom modifier.
Spell Slots: At 1st Level, you have two 1st-level spell slots.
Divine Focus: You can use a holy symbol as a spellcasting focus.
Forging Mastery Features (Cleric):
Additional Proficiencies: You gain proficiency with heavy armor and smithing tools.
Domain Spells (always prepared, do not count against your limit):
1st Level: Sanctuary, Command Magic Tool (Sacred Flame / Shield of Faith / Mending) - Note: "Command Magic Tool" is my interpretation of a "Mending"-type spell or cantrip that allows a forging cleric to manipulate metal objects with ease. The official spell is called Sanctuary and Shield of Faith. The Forge Mastery also grants Magic Tool (Mending) as a cantrip to some. I'm going to use the official ones:
Level 1: Sanctuary, Shield of Faith.
Blessing of the Forge: At Level 1, when you finish a long rest, you can touch a simple or martial metal weapon or armor. Until your next long rest, the item becomes a magic item, granting you a +1 bonus to attack and damage rolls (if it's a weapon) or a +1 bonus to AC (if it's armor).
Skills (with your example values):
Acrobatics (Dex): -1
Arcana (Int): +0
Athletics (Str): +2
Deception (Cha): +1
History (Int): +0
Insight (Wis): +2
Intimidation (Cha): +1
Medicine (Wis): +4 (Proficient)
Nature (Int): +0
Perception (Wis): +2
Performance (Cha): +1
Persuasion (Cha): +1
Religion (Int): +2 (Proficient)
Sleight of Hand (Dex): -1
Stealth (Dex): -1
Survival (Wis): +2
Spells (Suggestions for a Level 1 Cleric):
Cantrips (You Know 3):
Holy Flame (radiant damage)
Guidance (utility)
Mending (perfect for a forge cleric)
Prepared Spells (Level 1 + Wisdom modifier = 1 + 2 = 3 spells, plus domain spells):
Cure Wounds (healing)
Command (control/buff)
Flaming Smite (extra damage, as if your hammer were burning)
Starting Equipment:
A Warhammer (from your dwarven weapon training)
Mail (from your class proficiency and domain)
A shield
A holy symbol
A priest's pack
A pouch with 15 gp
Background (Suggested: Acolyte):
Skill Proficiencies: Insight, Religion.
Languages: Choose two additional languages (perhaps Dwarven and a language from an elemental plane, or Celestial).
Equipment: A holy symbol, a prayer book or prayer wheel, 5 incense sticks, vestments, a set of common clothes, and a pouch with 15 gp.
Trait: Refuge of the Faithful: You and your adventuring companions can expect free treatment at a temple of your faith or an allied deity, if you have a popular place to ask for their aid.
Suggested Personality Traits:
Personality: "I am a pillar of faith and resilience, and I do not hesitate to use my strength to protect what is sacred." or "My hammer is both a tool of creation and destruction, and I use it for the glory of my god."
Ideal: "Creation. Faith and hard work forge a better world." or "Protection. My duty is to protect the innocent and those who cannot protect themselves."
Bond: "My hammer was forged in the sacred fire of my deity, and I will never allow it to be dishonored." or "The safety of my clan/community is of utmost importance to me."
Flaw: "I am slow to trust outsiders and always suspicious of their motives." or "My devotion to my god is so strong that I am sometimes blind to other perspectives."
License:
Standard Digital File License